Hmm well it works now, playable framerates on my faster computer, not really playable on my slower (2 ghz with a 6600gt, not really that slow) computer. The implementation looks and functions fairly well (although I wish the mouse could turn faster) but I have to ask, like a lot of others have been wondering, what happened to JOGL here? Is any part of this hardware acclerated?

Anyway, looking forward to the updates when you get it up to full (or at least much better) speed.

Thanks for the feedback. The game is a very little bit hardware accelerated. It uses an extremely slow rendering algorithm called raycasting. When I put it off, the framerate will hugely increase, between 60 and 250 FPS quite easily, depending on your configuration. JOGL is going to help me in improving the rendering. I need a lot of time to give up raycasting as it is the main part of the engine. The mouse will work faster in the next release. The latest website version has been optimized to work with all browser. Bye.

Works for me (from the command line) on XP/Java6. But were is the OpenGL part? These are still the same old raycasted graphics the engine on which you've based your game on was using. I expected it to use hardware acceleration...

You're right. Giving up raycasting requires me to rewrite the main part of the engine and I'm working on that now. Be patient. Now it may work without using the command line and if you encounter a problem, disactivate DirectDraw in your control panel. There is a very few things which are accelerated. I use glDrawPixels which is extremely slow too. Sorry.

EgonOlsen doesn't read the source code or compare performance with Stahl's version. If you use the original game in fullscreen, it will be between 2 and 8 times slower than my version. Then, I can say that I have improved the game even though it could be quicker.

Of course I will do it. As I'm very busy, if you need it immediately, send me a private message with your email adress and I will send you all. Nevertheless, it will be the standard version. I have not finished the optimized version which precomputes all interpolations and which will use VBO. It will be finished at september. I will put a link to download the source code tomorrow on my website if possible. Thank you for your interest.

Hi! My exams will be finished in a few days. I will begin designing the full hardware accelerated mode, hoping that it will work better than now. I won't change the keyboard config now but I will build a menu to change the mouse sensibility and the keys.

Does anybody know how to create a directory without having a problem of permission in Java? The screenshot feature doesn't work. I'm looking for a way to detect keyboard type in Java as some users of the game have got a AZERTY keyboard and the others have got a QWERTY keyboard.

I have just updated the java archive. The configuration has been changed as someone asked me for QWERTY and AZERTY keyboards. For AZERTY :Z to go forthS to go backQ and D for left and right strafeThe arrows allow to turn, to go forth and to go back.SPACE and left mouse button to shootThe mouse allow to turn too.F1 to perform a screen capture! (sometimes it doesn't work under Microsoft Windows, check the default directory and its user create directory permissions).

If there is something wrong during the capture, you will see a small message very quickly.

Ok! No problem! I have been working on this major improvement for some weeks. It will be ready at September, maybe before. I am going to try to draw the crosshairs at first, the weapons, the walls and then the objects and the ennemies. I will use multipass rendering or if possible multitexturing and blending to handle the marks of the walls after an explosion. The portals won't be implemented directly. I want to remove raycasting at first and then improve the way to render the graphics, step by step. Thank you for your honest remark. Be patient

The screenshot feature works only if the directory chosen by your browser as the "home" for my game allows the creation of a directory. Under Linux, it works perfectly, the directory called "snap" is created in your home.Under Windows, this directory is created on your desktop with Internet Explorer and in "Program Files/Mozilla Firefox/" with Firefox.

About the hardware accelerated version, I worked this weekend on the computation of the vertices and the textures coordinates of the walls by using the world map. I hope that I will be able to show you some screenshots in a few days.

Hello! Push "F3" during the game and you will be able to test the EXPERIMENTAL fully hardware accelerated mode! Now, I only draw the wall in this mode, I will complete it step by step. There is no space subdivision. Then, the performance may be increased in the future. I plan to use a cells-and-portals algorithm. The game might crash under Microsoft Windows with PCs using Intel graphic chipset above all. I added a FPS counter at the bottom of the screen. I'm waiting for your first impression. I have a very little time to work on the game but I don't give up!

Cool, 63-70 FPS (I think it locked that as the cap) on my computer. If anything it runs too fast now o_O. Of course I have a 7900 gs in here, so that helps. But no serious performance issues so good job so far! Now just work on filling in those objects so I don't keep running into invisible barriers...

Oh also, complements on the smooth switch between hardware and software. Nice setup for comparison and testing.

Cool, 63-70 FPS (I think it locked that as the cap) on my computer. If anything it runs too fast now o_O. Of course I have a 7900 gs in here, so that helps. But no serious performance issues so good job so far! Now just work on filling in those objects so I don't keep running into invisible barriers...

Oh also, complements on the smooth switch between hardware and software. Nice setup for comparison and testing.

Thank you very much! I want to improve the objects. These are only zoomed bitmaps. It is not locked by a cap. The laptop computer of my best friend turns at 81 FPS on my game. The performance may be increased by spatial subdivisions. I will use cell-and-portal algorithms. It will become faster. These invisible barriers match with objects these are not drawn now in the experimental mode. I have a lot of things to do. The lighting system is primitive. At first, I will use some simple light sources and after that, I might use pixel shading for dynamic lighting. The GUI is too much poor and I need a multiplayer mode... I would like to add a crosshair and other weapons. The extern module for the display of MD3 models is not fully optimised.

Finally, I appreciate to have some feedbacks. Sometimes, I'm sad because only a very few people seem to be interested in my project and there is still no link from https://jogl.dev.java.net/ to my website.

Athlon 64 X2 3800+,XP, X800Pro works fine too. The fps counter goes crazy and shows something like 926363636272819 fps most of the time, but apart from that it works fine.BTW: Software mode runs with 5fps on that machine while it outputs 15fps on the Core2.

Exp-mode works fine on Core2 Duo@3Ghz, Vista, HD2900XT at around 91fps. However, it doesn't work on an old Intel onboard chipset (all white...).

Thanks for the feedback! This bug is solved, I am updating the java archive right now. I don't have internet at home, then it complicates many things. It was all white because I had forgotten a glBegin and a glEnd in one of my methods

Athlon 64 X2 3800+,XP, X800Pro works fine too. The fps counter goes crazy and shows something like 926363636272819 fps most of the time, but apart from that it works fine.BTW: Software mode runs with 5fps on that machine while it outputs 15fps on the Core2.

It is the first time that the FPS counter goes crazy! Maybe the computation become false when the interval between two frames become very very small. I will study that point.

Now the experimental version shows the picture and uses backface culling. It does not increase performance now because the zbuffer spends too much time in excluding vertices. It is my fault, I have not implemented any spacial subdivisions algorithm.

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